TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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Re: Project Aftershock

Post by nevarim » Wed Aug 10, 2011 8:56 am

very good model, compliments :D

waiting for game news :)

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Re: Project Aftershock

Post by duststorm » Thu Aug 11, 2011 2:46 am

This game is really full of eyecandy. Can't wait to see more.
Is there already a light scattering shader in it, or are you planning on doing one?
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Re: Project Aftershock

Post by yapdakilla » Thu Aug 11, 2011 2:57 am

Thanks duststorm, nevarim,

We do not have a light scattering shader in it yet though. Might plan to include SSDO in the future for testing since we already have SSAO. Also looking into other techniques like cryengine's light propagation volume. But those are on the wish list only for now.

For now we're planning to rework our engine tools as it's getting pretty outdated.
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Re: Project Aftershock

Post by yapdakilla » Sun Aug 14, 2011 6:49 pm

More screenshots with craft with FXAA+DOF effect on.

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
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Re: Project Aftershock

Post by jacmoe » Sun Aug 14, 2011 7:29 pm

I've run out of superlatives a long, long time ago! :D
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Re: Project Aftershock

Post by duststorm » Fri Aug 19, 2011 11:00 am

Simply wow,

The light from the sky is a bloom effect I presume?
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Re: Project Aftershock

Post by yapdakilla » Sat Aug 20, 2011 2:43 pm

Hi duststorm,

The light from the sky is from the HDR+Bloom effect from the skybox.
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Re: Project Aftershock

Post by yapdakilla » Sun Oct 09, 2011 9:00 am

Just created some fictional logos to be placed around the modern day city track theme blocks.

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Re: Project Aftershock

Post by chaosavy » Sun Oct 09, 2011 10:34 pm

fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too? :)
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Re: Project Aftershock

Post by spacegaier » Sun Oct 09, 2011 10:50 pm

chaosavy wrote:fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too? :)
Like that idea. Is a win-win :) : You have more ads and it helps the libraries in terms of spreading the word about them!
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Re: Project Aftershock

Post by Slappy » Mon Oct 10, 2011 3:46 pm

spacegaier wrote:
chaosavy wrote:fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too? :)
Like that idea. Is a win-win :) : You have more ads and it helps the libraries in terms of spreading the word about them!
This is really cool idea!
Also I would love to have my product's logo [Graphical Installer - see my signature] in your game! I can offer you one license for placing my logo!
Do you accept such commercial ideas? :D
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Re: Project Aftershock

Post by yapdakilla » Tue Oct 11, 2011 3:46 pm

@chaosavy: yeah definitely plan to include logos of Ogre and other open source tools that we've used to build this game :D

@Slappy: thats a cool idea, we're not sure yet to accept commercial ideas yet though. Will let you know if we do. But thanks again for the offer!

Anyways heres another update:
Here's a work in progress for the city themed building blocks so far. Just making sure that the models are properly UV-ed and works in the engine. No shader effects like normal maps, window glass reflections yet as well as texture clamping.

Sample block:
Image
Image

made from these tileable block pieces:

Image
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Re: Project Aftershock

Post by yapdakilla » Sun Oct 16, 2011 5:07 pm

Started working on these basic road blocks which will be the base template for more advanced road blocks later on like racing under tunnels or bridges.

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Re: Project Aftershock

Post by Mind Calamity » Sun Oct 16, 2011 5:16 pm

The game looks absolutely stunning on the screenshots, can't wait for a video. This is one of the best OGRE Games ever if not the best, in the graphics field. :)
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Re: Project Aftershock

Post by rsn10100 » Thu Dec 29, 2011 5:41 am

I've been playing the damn Hi-Octane game in DOSBox for what seems like forever... Just found this thread and now I wish I could play Aftershock instead... :(
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Re: Project Aftershock

Post by yapdakilla » Wed Jan 18, 2012 4:21 am

Thx Mind Calamity, rsn10100,

Updated the city themed building blocks with normals and reflections and also more props for the player to construct his city later on!

ImageImageImageImageImage

An early WIP on one of the vehicles:

Image

p/s: will change the skybox soon! still reusing the old one at the moment. :)
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Re: Project Aftershock

Post by rsn10100 » Wed Jan 18, 2012 8:28 am

You've got some serious skill, but I think those traffic lights have the colors in the wrong places. :?: Or is that how they are where you're from?
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Re: Project Aftershock

Post by yapdakilla » Wed Jan 18, 2012 8:48 am

Hey thanks for pointing that out :D Fixed!
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Re: Project Aftershock

Post by yapdakilla » Sat Jan 28, 2012 4:53 pm

Another small update with more props and new skybox.

ImageImageImage
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Re: Project Aftershock

Post by madmarx » Sat Jan 28, 2012 6:15 pm

Seeing the blender ads.. it is plain great. If I were a developer, I would be damn proud to see a commercial like that in a great game like yours.
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Re: Project Aftershock

Post by rsn10100 » Sun Jan 29, 2012 12:12 am

Like the new sky map. Looking awesome as usual. :D
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Re: Project Aftershock

Post by Mind Calamity » Sun Jan 29, 2012 12:38 am

I think you guys could add interior mapping to the buildings, it would be a great, optimized way to add that extra touch that every game with buildings needs!

http://www.ogre3d.org/forums/viewtopic.php?p=250311
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Re: Project Aftershock

Post by yapdakilla » Sun Jan 29, 2012 3:24 am

@Mind Calamity: Hey thats a great idea, thanks for pointing that interior mapping idea out. Would've missed it if you didnt. :D
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Re: Project Aftershock

Post by yapdakilla » Tue Jan 31, 2012 9:10 am

Started using the props to assemble a test level. Here's some early screenshots:

ImageImage
Last edited by yapdakilla on Tue Jan 31, 2012 4:31 pm, edited 1 time in total.
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Re: Project Aftershock

Post by Mind Calamity » Tue Jan 31, 2012 9:32 am

yapdakilla wrote:Started using the props to assemble a test level. Here's some early screenshots:

ImageImage
Very impressive as ususal!

BTW What are you using for baking ambient occlusion and stuff ?
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